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ESO Lua File v101041

ingame/map/gamepad/worldmapinfo_gamepad.lua

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local WorldMapInfo_Gamepad = ZO_WorldMapInfo_Shared:Subclass()
function WorldMapInfo_Gamepad:Initialize(control)
    ZO_WorldMapInfo_Shared.Initialize(self, control, ZO_TranslateFromLeftSceneFragment)
    GAMEPAD_WORLD_MAP_INFO_FRAGMENT = self:GetFragment()
end
function WorldMapInfo_Gamepad:Show()
    SCENE_MANAGER:AddFragment(GAMEPAD_WORLD_MAP_INFO_FRAGMENT)
    SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT)
end
function WorldMapInfo_Gamepad:Hide()
    SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT)
    SCENE_MANAGER:RemoveFragment(GAMEPAD_WORLD_MAP_INFO_FRAGMENT)
end
function WorldMapInfo_Gamepad:ShowCurrentFragments()
    if self.fragment then
        SCENE_MANAGER:AddFragment(self.fragment)
        if self.usesRightSideContent then
            SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT)
        end
    end
end
function WorldMapInfo_Gamepad:RemoveCurrentFragments()
    if self.fragment then
        SCENE_MANAGER:RemoveFragment(self.fragment)
        SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT)
    end
end
function WorldMapInfo_Gamepad:SwitchToFragment(fragment, usesRightSideContent)
    if self.fragment == fragment then
        return
    end
    self.fragment = fragment
    self.usesRightSideContent = usesRightSideContent
    if self:GetFragment():IsShowing() then
        self:ShowCurrentFragments()
    end
end
function WorldMapInfo_Gamepad:InitializeTabs()
    self.header = self.control:GetNamedChild("Container"):GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.header, ZO_GAMEPAD_HEADER_TABBAR_CREATE)
    local USES_RIGHT_SIDE_CONTENT = true
    local DOESNT_USE_RIGHT_SIDE_CONTENT = false
    -- Table for the Window data. Each entry is a tab in the UI.
    self.tabBarEntries = 
    {
        {
            text = GetString(SI_MAP_INFO_MODE_QUESTS),
            callback = function() self:SwitchToFragment(GAMEPAD_WORLD_MAP_QUESTS_FRAGMENT, USES_RIGHT_SIDE_CONTENT) end,
        },
        {
            text = GetString(SI_ZONE_STORY_ACTIVITY_COMPLETION_HEADER),
            callback = function()
                self:SwitchToFragment(WORLD_MAP_ZONE_INFO_STORY_GAMEPAD_FRAGMENT, USES_RIGHT_SIDE_CONTENT)
            end,
            visible = function()
                return WORLD_MAP_ZONE_STORY_GAMEPAD and WORLD_MAP_ZONE_STORY_GAMEPAD:HasZoneStoryData()
            end,
        },
        {
            text = GetString(SI_MAP_INFO_MODE_LOCATIONS),
            callback = function()
                self:SwitchToFragment(GAMEPAD_WORLD_MAP_LOCATIONS_FRAGMENT, USES_RIGHT_SIDE_CONTENT)
            end,
        },
        {
            text = GetString(SI_MAP_INFO_MODE_FILTERS),
            callback = function()
                self:SwitchToFragment(GAMEPAD_WORLD_MAP_FILTERS_FRAGMENT, DOESNT_USE_RIGHT_SIDE_CONTENT)
            end,
        },
        {
            text = GetString(SI_MAP_INFO_MODE_HOUSES),
            callback = function()
                self:SwitchToFragment(GAMEPAD_WORLD_MAP_HOUSES:GetFragment(), DOESNT_USE_RIGHT_SIDE_CONTENT)
            end,
        },
        {
            text = GetString(SI_MAP_INFO_MODE_ANTIQUITIES),
            callback = function()
                self:SwitchToFragment(WORLD_MAP_ANTIQUITIES_GAMEPAD:GetFragment(), DOESNT_USE_RIGHT_SIDE_CONTENT)
            end,
            visible = AreAntiquitySkillLinesDiscovered,
        },
    }
    self.baseHeaderData = 
    {
        tabBarEntries = self.tabBarEntries,
    }
    ZO_GamepadGenericHeader_Refresh(self.header, self.baseHeaderData)
    CALLBACK_MANAGER:RegisterCallback("OnWorldMapChanged", function()
        ZO_GamepadGenericHeader_Refresh(self.header, self.baseHeaderData)
    end)
end
function WorldMapInfo_Gamepad:OnShowing()
    CALLBACK_MANAGER:FireCallbacks("WorldMapInfo_Gamepad_Showing")
    ZO_GamepadGenericHeader_Refresh(self.header, self.baseHeaderData)
end
function WorldMapInfo_Gamepad:OnHiding()
    --The fragments must hide immediately on removal otherwise they won't have removed their keybinds before the world map keybinds are restored on the line below.
end
function WorldMapInfo_Gamepad:OnHidden()
    CALLBACK_MANAGER:FireCallbacks("WorldMapInfo_Gamepad_Hidden")
end
function WorldMapInfo_Gamepad:GetHeaderNarration()
    return ZO_GamepadGenericHeader_GetNarrationText(self.header, self.baseHeaderData)
end
--Global
    GAMEPAD_WORLD_MAP_INFO = WorldMapInfo_Gamepad:New(ZO_WorldMapInfo_Gamepad)
end
    PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    GAMEPAD_WORLD_MAP_INFO:Hide()
end